Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Manual of Quickness of Action
very_rare
CCC-BMG-37 HULB3-1 - Weakness of Rock
CCC-BMG-37 HULB3-1 - Weakness of Rock
Show
+1 shortsword
uncommon
DDHC-DIA Baldur's Gate:Descent into Avernus
Show
+1 Glaive
uncommon
DDHC-DIA Baldur's Gate:Descent into Avernus
Show
eversmoking bottle
uncommon
DDHC-DIA Baldur's Gate:Descent into Avernus
Show
Battle standard of Infernal Power
very_rare
DDHC-DIA Baldur's Gate:Descent into Avernus
Show
Notes:
This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact.
While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.
Matalotok, the Frost Father
legendary
DDHC-DIA Baldur's Gate:Descent into Avernus
Show
Notes:
Weapon (warhammer), legendary (requires attunement)
Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist.
You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Potion of Supreme Healing
legendary
CCC-BMG-39 HULB 3-3 Darkest Vein
Show
Potion of Longevity
very_rare
CCC-BMG-39 HULB 3-3 Darkest Vein
Show
Scroll - Plane Shift
very_rare
CCC-BMG-39 HULB 3-3 Darkest Vein
Show
Spell Scroll of Greater Restoration
rare
DDAL07-14 Fathomless Depths of Ill Intent
Show
Potion of Speed
rare
CCC-BMG-37 HULB3-1 - Weakness of Rock
Show
Oil of Etherealness
rare
PO-BK1-6 Beyond the Starry Veil
Show
Potion of Mind Reading
uncommon
PO-BK1-6 Beyond the Starry Veil
Show
potion of giant strength (cloud)
common
DDAL05-14 Reeducation (T3)
Show
potion of healing (superior)
common
DDAL05-14 Reeducation (T3)
Show
opal of the ild rune
rare
DDAL05-14 Reeducation (T3)
Show
Notes:
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it’s on your person. This item can be found in Storm King’s Thunder, Appendix B.
Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fire’s Friend. You have resistance to cold damage.
Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
Potions of healing x6
common
DDHC-DIA Baldur's Gate:Descent into Avernus
Show
orb of the stein rune
rare
DDAL05-14 Reeducation (T3)
Show
Notes:
This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it is on your person.
Indomitable Stand. As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all check and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.
Stone Soul. You can't be petrified.
Earthen Step. You can meld into stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest.
Gift of Stone. You can transfer the opal's magic to a nonmagical item--a weapon or suit of armor--by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the run appears in silver on the chosen item, which gains a benefit based on its form:
Shield. The shield is not a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.
Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
Poison (Torpor) 3 doses
common
DDHC-DIA Baldur's Gate:Descent into Avernus
Show
Notes:
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
Poison (Midnight Tears) worth 1,500gp
common
DDHC-DIA Baldur's Gate:Descent into Avernus
Show
Notes:
A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Manual of Quickness of Action | very_rare | CCC-BMG-37 HULB3-1 - Weakness of Rock | CCC-BMG-37 HULB3-1 - Weakness of Rock | Show | ||
+1 shortsword | uncommon | DDHC-DIA Baldur's Gate:Descent into Avernus | Show | |||
+1 Glaive | uncommon | DDHC-DIA Baldur's Gate:Descent into Avernus | Show | |||
eversmoking bottle | uncommon | DDHC-DIA Baldur's Gate:Descent into Avernus | Show | |||
Battle standard of Infernal Power | very_rare | DDHC-DIA Baldur's Gate:Descent into Avernus | Show | |||
Notes:
This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact. While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances. |
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Matalotok, the Frost Father | legendary | DDHC-DIA Baldur's Gate:Descent into Avernus | Show | |||
Notes:
Weapon (warhammer), legendary (requires attunement) Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist. You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
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Potion of Supreme Healing | legendary | CCC-BMG-39 HULB 3-3 Darkest Vein | Show | |||
Potion of Longevity | very_rare | CCC-BMG-39 HULB 3-3 Darkest Vein | Show | |||
Scroll - Plane Shift | very_rare | CCC-BMG-39 HULB 3-3 Darkest Vein | Show | |||
Spell Scroll of Greater Restoration | rare | DDAL07-14 Fathomless Depths of Ill Intent | Show | |||
Potion of Speed | rare | CCC-BMG-37 HULB3-1 - Weakness of Rock | Show | |||
Oil of Etherealness | rare | PO-BK1-6 Beyond the Starry Veil | Show | |||
Potion of Mind Reading | uncommon | PO-BK1-6 Beyond the Starry Veil | Show | |||
potion of giant strength (cloud) | common | DDAL05-14 Reeducation (T3) | Show | |||
potion of healing (superior) | common | DDAL05-14 Reeducation (T3) | Show | |||
opal of the ild rune | rare | DDAL05-14 Reeducation (T3) | Show | |||
Notes:
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it’s on your person. This item can be found in Storm King’s Thunder, Appendix B. Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. Fire’s Friend. You have resistance to cold damage. Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form: Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits. Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor. |
||||||
Potions of healing x6 | common | DDHC-DIA Baldur's Gate:Descent into Avernus | Show | |||
orb of the stein rune | rare | DDAL05-14 Reeducation (T3) | Show | |||
Notes:
This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it is on your person. Indomitable Stand. As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all check and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn. Stone Soul. You can't be petrified. Earthen Step. You can meld into stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest. Gift of Stone. You can transfer the opal's magic to a nonmagical item--a weapon or suit of armor--by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the run appears in silver on the chosen item, which gains a benefit based on its form: Shield. The shield is not a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks. Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone. |
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Poison (Torpor) 3 doses | common | DDHC-DIA Baldur's Gate:Descent into Avernus | Show | |||
Notes:
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. |
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Poison (Midnight Tears) worth 1,500gp | common | DDHC-DIA Baldur's Gate:Descent into Avernus | Show | |||
Notes:
A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. |